slopoke Posted May 14, 2012 Report Share Posted May 14, 2012 No complaint, just would like to know where a config file might be. Video lag and choppiness can get pretty severe.Mepis 11 (Debian Squeeze core)Intel Dual Core @ 2.6GHz3 GB of RAMNvidia 9600 GT with 1 GB of RAMI play World of Warcraft under Wine with no problems.Thanks 1 Quote Link to comment Share on other sites More sharing options...
feneur Posted May 14, 2012 Report Share Posted May 14, 2012 http://trac.wildfire...Manual_Settings Check that page for the information you're looking for (Also, in case you're using Alpha 9, wait a couple of days and try Alpha 10, some minor improvements make it a bit faster in some of the cases There's still a lot of optimization to do of course, just saying that some is done between Alpha 9 and 10 ) Quote Link to comment Share on other sites More sharing options...
guix Posted May 15, 2012 Report Share Posted May 15, 2012 (edited) Man, WOF is years behind, what do you expect from the 1.0 release, a miracle ? I mean "dual core" is just funny those days. Writing from an 6 core under Ubuntu Edited May 15, 2012 by guix Quote Link to comment Share on other sites More sharing options...
FeXoR Posted May 18, 2012 Report Share Posted May 18, 2012 i must confess , the game optimization are incredible but not in all maps(Deep Forest) and a lot of units in map.but they are knows problem with Ai and Pathfinder, nut i still waiting performing between the releases and subversions.Deep forest may be considered very demanding for the pathfinder because the trees are placed randomly on each tile. That leads to many small gaps which single units can pass but not a bunch of units (in part because of formations but even just because units may block each other).I hope a new pathfinder might do better but I am considering rewriting the tree placement (though somehow it's what makes deep forest unique). Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 18, 2012 Report Share Posted May 18, 2012 Another thing that might help particularly on forest maps is to set "forcealphatest" to true. Basically it switches from slower alpha blending to faster alpha testing. Transparently textured models will look slightly worse but there should be a renderer performance boost (eventually this option may be enabled for trees and other flora once we tweak their models and textures to look better).I hope a new pathfinder might do better but I am considering rewriting the tree placement (though somehow it's what makes deep forest unique).There are a number of issues on highly forested maps, pathfinding is just one of them. The cost of all the transparent models being rendered is another (see above). There's also the issue of memory usage for having so many entities on the map. We need good solutions for all of those problems, but maybe map tweaks are a decent short-term solution Quote Link to comment Share on other sites More sharing options...
FeXoR Posted June 11, 2012 Report Share Posted June 11, 2012 the tree must place in group not individuallyThat would make pathfinding a lot easier but also would not be very realistic. Trees in forests are more or less equally distributed (simply because being to tight to each other makes them get less light). So I decided rather to define a tree density and not to use many small groups of trees. As a side effect it generates much faster then with clump placers avoiding itself with the same number of trees in total and it looks like wider areas of the map are covered with woods. And, as said before, it makes the map unique. Quote Link to comment Share on other sites More sharing options...
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